Arms Lore

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Armslore.jpg

Contents

Description

Use the skill, then click on the weapon or armor you want to evaluate. This ability allows us to know the durability of an armor or weapon. Keep in mind that a weapon or armor broken or damaged will be less effective the more it is damaged. Also influential in forging some types of armor with the blacksmith skill. When evaluating a shield it will tell you exactly how much armor it gives. When an armor is evaluated it tells you the amount of armor it gives. When a weapon is evaluated, the number in brackets is a random number in the range attack weapon. For example if the range is 15-35, there may be 16, 28, 20, 15 and 35, but never less than 15 or over 35, so it will be necessary to evaluate the weapon several times to determine the range. Obviously, when an armor, weapon or shield deteriorates, their range of attack and / or defense will drop proportionally to the decline.
In addition, having the ability to 100.0, we can see if a weapon has been reinforced with quartz by a blacksmith by trade.
Leveraging this ability above 100 thanks to the Scrolls of Empowerment , or using jewelry Power we see characteristics of the weapon or armor that only with the ability to 100 before we could not see. With 102 Knowledge Arms apart from the status , and the sharpness of a weapon (according are sharp weapons or hit), and a range of precise attack, we can also observe the degree of durability . You will need to create weapons of alloy 102 have this ability.

Skill Hardness

Nivel1.gif 1

How to raise your Arms Lore skill?

Select the skill and click a weapon.

First you have to make a Macro in the tab OPTIONS of our Paperdoll

Key: F1 (for example)

UseSkill -> ArmsLore

WaitForTarget

LastTarget

State

By using this ability on a weapon or armor, get information about the state of this object. The following list details the level of wear of objects depending on the state in which they are located.
-This object is completely unbreakable: The object does not wear out with use.
-This item is in mint condition: The object has no signs of wear.
-This item is almost new: The object has very little sign of wear.
-This item is a bit worn: This item is used or is old.
-This object is well worn: This item is used or is very very old. The quality of the item is already seriously impaired in this state.
-This object is totally damaged: This item is no longer useful for combat. . If it is a valuable item should be repaired as soon as possible.
-This object is about to fall apart: The object no longer has any quality to do so helpful in combat. Continued use, it will break in no time.

Durability

There are different degrees of durability armor and weapons, be they NPCs or created with skills Blacksmithing and Tailoring . They mark the degree of wear rate with its use, and over time. The possibility that an object created out with higher durability depends on the amount of skill points you have the creator at the time of creating the object, either on him with spells, potions, items that increase skill or a combination of all . In addition to repair weapons, armor, fur or fabric, or to strengthen a garment one Sastre, if successful the object lose some durability, but if you fail, you will lose a lot more, which is not to say that the object Full lower level durability. If a weapon durability Magnificent repaired 6 times and durability remains Magnificent, just will have deteriorated this property. For this property to a piece of armor or weapon will require at least have knowledge of 102.0 in Arms. There are the following levels, ordered from lowest to highest: - Very fragile and brittle (ice items and items repaired too many times)
- Extremely Low
- Very Low
- Low
- Regular
- Passable
- Medium
- High
- Very High
- Excellent
- Magnificent
- Outstanding
- Insuperable
- Completely Unbreakable

Sharpness/Forcefulness

There is also a scale sharpness of a weapon and sword fencing, and a scale of Bluntness for clubs. The edge or the strength, as the case, only influences the probability of producing open wounds to other players or critical strike to NPCs, where wounds can not be opened. A little sharp dagger, in perfect condition, will do the same damage as an incredibly sharp dagger in perfect condition.

Sharpness:
-This weapon is Very Poorly sharpened
-This weapon is Slightly sharpened
-This weapon is Pretty sharpened
-This weapon is Very sharpened
-This weapon is Incredibly sharpened
-This weapon is so sharpened that it would pierce dragon's skin

Forcefulness:
-The forcefulness of this weapon is Very Low
-The forcefulness of this weapon is Low
-The forcefulness of this weapon is Regular
-The forcefulness of this weapon is High
-The forcefulness of this weapon is Very High
-The forcefulness of this weapon is so high that is would break a dragon's skull

Poisoning

Moreover, we can see the scale poisoning of a cutting weapon in case of being poisoned. A further amount of venom carries a weapon, the more likely to poison your opponent on every shot. With each blow with the poison we achieve success, the amount of venom gun lower, and thus also lower the possibility of poisoning on every shot until the weapon is completely run out of poison. We may poison a slashing weapon with the ability Poison and will be available this scale testing a weapon with the ability tasting . From low to high, the scale is as follows:

-You see a slight trace of poison
-You see a small amount of poison
-You see a bit of poison
-You see some poison
-You see poison
-You see a fairly amount of poison
-You see a bunch of poison
-You see a lot of poison
-You see a a huge amount of poison
-You see enough poison to kill almost everything

Autopilot

El siguiente ejemplo es para Autopilot.
Abrimos el programa y en la pestaña "Macros" escribimos la key que hemos elegido (pongamos "x"), ejemplo: #1 Unused X. En la pestaña "Script" pondremos lo siguiente:

send macro 1
wait 3 seconds

De esta manera enviaremos la orden de Usar la habilidad de Conocimiento de las Armas cada 3 segundos, al llegar al final, la macro reiniciará sola y seguirá repitiendose hasta que demos al "stop". (Los tiempos de espera de las macros son orientativos).